38 lines
1.2 KiB
GDScript
38 lines
1.2 KiB
GDScript
extends CharacterBody3D
|
|
|
|
const SPEED = 8.0
|
|
const JUMP_VELOCITY = 7
|
|
var camera_sens: float = 0.005
|
|
@onready var h_rotation: Node3D = $"H-Rotation"
|
|
|
|
|
|
func _input(event: InputEvent) -> void:
|
|
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
|
var look_dir = event.relative * 1
|
|
rotation.y -= look_dir.x * camera_sens * 1.0
|
|
h_rotation.rotation.x = clamp(
|
|
h_rotation.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5
|
|
)
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
# Add the gravity.
|
|
if not is_on_floor():
|
|
velocity += get_gravity() * delta
|
|
else:
|
|
# Handle jump.
|
|
if Input.is_action_just_pressed("jump") and is_on_floor():
|
|
velocity.y = JUMP_VELOCITY
|
|
|
|
# Get the input direction and handle the movement/deceleration.
|
|
# As good practice, you should replace UI actions with custom gameplay actions.
|
|
var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
|
|
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
|
|
if direction:
|
|
velocity.x = direction.x * SPEED
|
|
velocity.z = direction.z * SPEED
|
|
else:
|
|
velocity.x = move_toward(velocity.x, 0, SPEED)
|
|
velocity.z = move_toward(velocity.z, 0, SPEED)
|
|
|
|
move_and_slide()
|